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Made in us
Longtime Dakkanaut






Chillicothe, OH

Zodd1888 wrote:
Remembering gains from 3 Eye and Gaze of Fate is important to remember, so as to not tax yourself from running an extra detatchment unnecessarily.

3 Eye against a 9 CP list on average brings in 3 CP. Gaze of Fate on a DP with a +1 to cast will only fail 16.66%ish of the time means over 4 rounds, expecting the DP to die on or after round 4, average 3 re-rolls.

Solely from these two options you net what could be seen as 6 CP worth of abilities. A stock battleforged battalion nets you another 6 for a total of 12 equivalent(E) CP worth of abilities. 6 on turn one, returning 3 over the game using only Gaze of Fate for RR.

Game startinv combo generally is 2 CP worth of Strategems used at the start of most games, 1 CP to run DMC (amazing musical reference there), 1 CP for Webway. Psychic phase cast Gaze of Fate foe the RR to use on whatever big gun you've got to make hit this round. First round VotLW and Cycle of Slaughter with your Goats in the assault phase for 3 CP totaling 5 CP used. VotLW in your shooting phase for 1 CP more for the 6 CP you started with.

Your turn 1 ends and you've got X CP from your opponents response. That's Alpha, if you're hit first you'll be in better shape with CP.

Anything more is just bonus.

It's not hard to fit in one more detatchment either, I'm just saying don't get caught up on splitting units to fill multiple Battalions. You can roll with 30/10/10 for Tzaangors then Marines is 660 and you have 50 ObSec troops to cover the board for a Battalion. Big blocks of hard to move Rubrics and a Goat Cycle to blow through whatever is in the way.

If you want to do more, ie. spend more on first turn shooting with Fire Fenzy or Daemon forge for 2 CP and Cabalistic Focus for 1 CP, I can see you doubling down with Battalions just to afford it. The issue I find is at that point you're using so many points on troops you're less likely to want to take the unit that benefit from those choices to fill the needs of your troop filled list.

Of course more CP the better, but I've found myself not wanting or wasting running. 12 ECP seems to be pretty decent running a solo Battalion, 13 is also an easy fit.

God I hope this makes sense.


Could you try that again. In English please?

My Painting Blog, UPDATED!

Armies in 8th:
Minotaurs: 1-0-0
Thousand Sons: 15-3

 
   
Made in us
Poxed Plague Monk




san diego

it's like a gamer fever dream description

for 40k

skaven for fantasy. for the under empire!........but it isn't a game anymore.

for infinity 
   
Made in us
Screeching Screamer of Tzeentch





 nintura wrote:
Doing a bit of a themed Thousand Sons army for a game in a couple weeks. Not necessarily trying to go for a WAAC style with this. However I need help deciding on Powers as they are my weakest skillset right now.

Battalion 1:
Ahriman on Disc
Sorcerer in Termie Armor w/ Familiar, Inferno Combi-Bolter, Force Sword
Basic Rubric Squad w/ Icon, Force Stave, Inferno Bolt Pistol, Inferno Bolters
Basic Rubric Squad w/ Icon, Force Stave, Inferno Bolt Pistol, Inferno Bolters
Basic Rubric Squad w/ Icon, Force Stave, Inferno Bolt Pistol, 4x Warp Flamers

Battalion 2:
Daemon Prince w/ Warlord, Warp Bolter, Wings, 2x Malefic Talons
Exalted Sorc on Disc w/ 2x Power Swords, Inferno Bolt Pistol
Basic Tzaangor squad w/ Icon and Brayhorn
Basic Tzaangor squad w/ Icon and Brayhorn
Basic Tzaangor squad w/ Icon and Brayhorn
Helbrute w/ Fist and Scourge
Maulerfiend w/ Tendrils
Mutalith Vortex Beast

This leaves me with 20 points to spare for upgrades and 9 command points? I feel I probably want the whole Seer's Bane Exalted Sorc on Disc for sure. But the idea is to have one "standard" thousand sons battalion with Rubrics and sorcs and one "beastmaster" battalion with beasts and daemon engines. I'll probably want to deep strike the Rubric Squads?

So I need to figure out how to pick and place all these Psyker skills I'll have access to? Ideas? Also, Relics?


I assume your running at 1750 for this game? How good are you at remembering to use the Icons every Psychic phase? I always forget to use mine (I'm bad), so I would actually say drop those 6 icons and get a unit of Enlightened instead. If you want to give them bows instead of spears, then drop a bolter on one of your characters to make up the 1 point over. Or summon in a unit of blues/brims to hold down an objective.

As Zodd said, Relics, the standards are DMC and spending a CP on Helm. Grabbing Helm will really depend on your matchup, and if your opponent has a lot of CP to spend. Depending on your matchup, I can see using the additional 2 CP (for a total of 3) to pick up Seer's Bane on your Exalted.

Grab Gaze of Fate on the DP, and I would say Diabolic Strength so he can buff himself. Make sure the Termi and Exalted Sorcs are taking spells from Dark Hereticus (Warptime at a minimum). Aspiring sorcs will cover your discipline of change. Ahriman is your wild card: Use him to cast those 3 spells at a +1. If the DP dies, or you have a need for another spell, remember that you can swap out any spell (including SMITE) for 1 CP, and it gives access to all 18 spells that TS know.

Remember that you pick spells at the beginning of the game. It makes setup take longer if you're learning still, but you'll get the hang of it.
   
Made in gb
Fluttering Firewyrm of Tzeentch




Norwich, Norfolk

Been Running a 2k join TSons & Tzeench Demons army. Thinking of dropping the demons? Unsure on how to make the list effective.

I just feel like without the horros I have no models on the board for objectives and to be meat shields.

Batallion 1
-Ahriman
- DP, /wAxe & Wings
-10x Rubrics, boltguns, Soulreaper Cannon, Squad in Rhino.
-10x Rubrics, boltguns, Soulreaper Cannon, Squad in Rhino.
-6x Rubrics, boltguns-
-Predator, Twin Las
-Heldrake

Patrol Detachment
-Changecaster
-15x Horrors, Icon
-15x Horros, Icon
-6x Flamers,
-3x Screamers.

I like rolling lots of dice.

⊣ꖎ⚍ʖ⊣ꖎ⚍ʖ 
   
Made in us
Shadowy Grot Kommittee Memba






 Ademadi wrote:
Been Running a 2k join TSons & Tzeench Demons army. Thinking of dropping the demons? Unsure on how to make the list effective.

I just feel like without the horros I have no models on the board for objectives and to be meat shields.

Batallion 1
-Ahriman
- DP, /wAxe & Wings
-10x Rubrics, boltguns, Soulreaper Cannon, Squad in Rhino.
-10x Rubrics, boltguns, Soulreaper Cannon, Squad in Rhino.
-6x Rubrics, boltguns-
-Predator, Twin Las
-Heldrake

Patrol Detachment
-Changecaster
-15x Horrors, Icon
-15x Horros, Icon
-6x Flamers,
-3x Screamers.


Seems a solid list. If it were me, I'd drop the random 6 foot rubrics, combine the 2 horror squads into 1 for deep striking, and maybe consider ditching the screamers to afford something like a Defiler for more anti tank. It might be smart to bump the Changecaster to a Fluxmaster to get him where he needs to be.

Basically you want ot give yourself the ability to skew your list towards your opponent. Opponent has a big horde? Spend the cps to deep strike the horrors+Flamers, give the Changecaster the reroll 1s to wound warlord trait and focus on the horde clearing alpha. Opponent has loads of MEQs? Your drake and your rubrics are going to be the star of the show, walk the pinks and strike the flamers. Opponent has a lot of tanks? Focus on buffing the defiler and the predator. Makes for a nice little TAC list.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Longtime Dakkanaut






Chillicothe, OH

 Tuluth wrote:
 nintura wrote:
Doing a bit of a themed Thousand Sons army for a game in a couple weeks. Not necessarily trying to go for a WAAC style with this. However I need help deciding on Powers as they are my weakest skillset right now.

Battalion 1:
Ahriman on Disc
Sorcerer in Termie Armor w/ Familiar, Inferno Combi-Bolter, Force Sword
Basic Rubric Squad w/ Icon, Force Stave, Inferno Bolt Pistol, Inferno Bolters
Basic Rubric Squad w/ Icon, Force Stave, Inferno Bolt Pistol, Inferno Bolters
Basic Rubric Squad w/ Icon, Force Stave, Inferno Bolt Pistol, 4x Warp Flamers

Battalion 2:
Daemon Prince w/ Warlord, Warp Bolter, Wings, 2x Malefic Talons
Exalted Sorc on Disc w/ 2x Power Swords, Inferno Bolt Pistol
Basic Tzaangor squad w/ Icon and Brayhorn
Basic Tzaangor squad w/ Icon and Brayhorn
Basic Tzaangor squad w/ Icon and Brayhorn
Helbrute w/ Fist and Scourge
Maulerfiend w/ Tendrils
Mutalith Vortex Beast

This leaves me with 20 points to spare for upgrades and 9 command points? I feel I probably want the whole Seer's Bane Exalted Sorc on Disc for sure. But the idea is to have one "standard" thousand sons battalion with Rubrics and sorcs and one "beastmaster" battalion with beasts and daemon engines. I'll probably want to deep strike the Rubric Squads?

So I need to figure out how to pick and place all these Psyker skills I'll have access to? Ideas? Also, Relics?


I assume your running at 1750 for this game? How good are you at remembering to use the Icons every Psychic phase? I always forget to use mine (I'm bad), so I would actually say drop those 6 icons and get a unit of Enlightened instead. If you want to give them bows instead of spears, then drop a bolter on one of your characters to make up the 1 point over. Or summon in a unit of blues/brims to hold down an objective.

As Zodd said, Relics, the standards are DMC and spending a CP on Helm. Grabbing Helm will really depend on your matchup, and if your opponent has a lot of CP to spend. Depending on your matchup, I can see using the additional 2 CP (for a total of 3) to pick up Seer's Bane on your Exalted.

Grab Gaze of Fate on the DP, and I would say Diabolic Strength so he can buff himself. Make sure the Termi and Exalted Sorcs are taking spells from Dark Hereticus (Warptime at a minimum). Aspiring sorcs will cover your discipline of change. Ahriman is your wild card: Use him to cast those 3 spells at a +1. If the DP dies, or you have a need for another spell, remember that you can swap out any spell (including SMITE) for 1 CP, and it gives access to all 18 spells that TS know.

Remember that you pick spells at the beginning of the game. It makes setup take longer if you're learning still, but you'll get the hang of it.


I dont have any enlightened, only using units I have. I shouldn't have any issues using the Icons as I have them on the models and painted

My Painting Blog, UPDATED!

Armies in 8th:
Minotaurs: 1-0-0
Thousand Sons: 15-3

 
   
Made in ca
Been Around the Block




Gaze of Fate fails on a DP w/ +1 to cast 16.67% of the time, roughly representing a equivalent gain of 1 CP.

Helm of Third Eye grants CP on a 5+ for every CP used by your opponent.

Against a 9 CP opponent with Helm and a DP with Gaze of Fate over 4 Turns.

Gaze of Fate = average 3 re-rolls = 3 CP gain equivalent
Helm = average three 5+ rolls on 9 CP = 3 CP gain
Battleforged = 3 CP
Battalion = 3 CP

Thousand Sons have a lot of ways of generating CP/equivalent of CP. Don't feel as though you must run a double Battalion to feel competitive for CP.

Hope this translates better without the exposition.

This message was edited 2 times. Last update was at 2018/03/14 12:28:06


 
   
Made in us
Longtime Dakkanaut






Chillicothe, OH

Well, let's try this one instead then:


Battalion
Ahriman on Disc
Daemon Prince w/ Warlord, Warp Bolter, Wings, Malefic Talons
10 x Rubric Squad w/ Sorc, Soul Reaper, Bolter, Icon
5x Rubric Squad w/ Sorc, 4x Warp Flamer, Icon
30x Tzaangor w/ Brayhorn, Icon
Helbrute w/ Fist, Scourge

Spearhead Detachment
Exalted Sorc on Disc w/ Pistol, Two Power Swords
Chaos Pred w/ Havoc Launcher, Pred Autocannon, 2x Lascannon
Maulerfiend w/ Tendrils, Fists
Mutalith Vortex


It seems the answer to powers and relics depends on the opponent. But in general, I'll want to Webway the Rubrics w/ flamers and warptime them first round to clear any chaff. Put the other Rubrics on an objective. Move the Tzaangors or Webway them and get ready for turn 2. I have 3 re-roll hit rolls of 1 buffs so I can easily spread them out (they all move 12" as well) to support the daemon engines and Tzaangors for that charge.

I feel the pred is a dead end? I dont really have a way to protect it from being deepstruck on. But if I can use the pred as bait, then they'll have less units I need to deal with on turns 1 and 2 I guess.

So this has 7 CP to start with. Use 1-2 for webway depending on opponent. Start with the helm and deploy that model first (probably the DP or the Exalted Sorc as Ahriman and the DP will likely be targeted early), pay 1 CP for the crystal. I'll pay 2 more if I think the seer's bane will be necessary depending on opponent. Meaning I'll be spending 1-5 before the game begins but should get some back throughout the game.

My Painting Blog, UPDATED!

Armies in 8th:
Minotaurs: 1-0-0
Thousand Sons: 15-3

 
   
Made in se
Fresh-Faced New User




Been trying to put together a fairly “all comers” list. Basic strategy to DS Horrors and Termies, and maybe one Exalted flamer. Rest troops for screening and objective capturing. Pushing DP up the field as fast as possible to hit something mean w his -3 AP axe. Ahriman I think I’ll use to buff stuff, esp Enlightened-squad (which I’m not super convinced about). Predator just being a predator, picking out anything big from behind.

The changeling is a bit of a HQ tax, but I was thinking I might be able to buff Exalted flamers etc w his 6+++. I’ll happily take any suggestions on how to make it a more fun list. I’m not a fan of Cultists. I’m thinking of buying Acolytes and add moded guns to them for “auto pistols”. If anyone have suggestion on how to take them away wo loosing 3 CP..


++ Battalion Detachment +3CP (Chaos - Thousand Sons) [79 PL, 1428pts] ++

+ HQ +

Ahriman on Disc of Tzeentch [9 PL, 166pts]

Daemon Prince of Tzeentch [9 PL, 180pts]: Daemonic axe, Wings

+ Troops +

Chaos Cultists [3 PL, 44pts]
. 8x Chaos Cultist w/ autopistol and brutal assault weapon
. Chaos Cultist w/ special weapon: Heavy stubber
. Cultist Champion: Autogun

Rubric Marines [14 PL, 220pts]
. Aspiring Sorcerer: Force stave, Inferno Bolt Pistol
. 8x Rubric Marine w/ Inferno Boltgun: 8x Inferno boltgun
. Rubric Marine w/ Soulreaper cannon: Soulreaper cannon

Rubric Marines [14 PL, 220pts]
. Aspiring Sorcerer: Force stave, Inferno Bolt Pistol
. 8x Rubric Marine w/ Inferno Boltgun: 8x Inferno boltgun
. Rubric Marine w/ Soulreaper cannon: Soulreaper cannon

+ Elites +

Scarab Occult Terminators [11 PL, 216pts]
. Scarab Occult Sorcerer: Force stave, Inferno Combi-bolter
. 3x Terminator: 3x Inferno Combi-bolter, 3x Powersword
. Terminator w/ Heavy Weapon: Power sword, Soulreaper cannon

Tzaangor Shaman [5 PL, 90pts]: Force stave

+ Fast Attack +

Tzaangor Enlightened [5 PL, 102pts]: Aviarch, 5x Enlightened, Fatecaster greatbows

+ Heavy Support +

Chaos Predator [9 PL, 190pts]: Twin lascannon
. Two lascannons: 2x Lascannon

++ Battalion Detachment +3CP (Chaos - Daemons) [35 PL, 563pts] ++

+ HQ +

Changecaster [4 PL, 83pts]: Staff of Change

The Changeling [5 PL, 100pts]

+ Troops +

Horrors [4 PL, 30pts]: 10x Pair of Brimstone Horrors

Horrors [8 PL, 140pts]: 20x Pink Horror

Horrors [4 PL, 30pts]: 10x Pair of Brimstone Horrors

+ Elites +

Exalted Flamer [5 PL, 90pts]

Exalted Flamer [5 PL, 90pts]

++ Total: [114 PL, 1991pts] ++

Created with BattleScribe

This message was edited 1 time. Last update was at 2018/03/17 07:09:29


 
   
Made in im
Regular Dakkanaut




Wales,UK

Went 4-1 at a recent big event, losing to the eventual winner with Poxwalkers. Had a good time with my tzaangor horde and it did really well. Heres some pics of my games.













The army wasnt painted fully and had a few stand ins (kroot on discs!) as I hadn't finished painting/building it all but will have it finished for the next big event!

If anyones interested I could write some reports.

This message was edited 4 times. Last update was at 2018/03/17 13:03:38


 
   
Made in gb
Longtime Dakkanaut




...so many disc tzangors.. my brain can't even comprehend.

Yeah would love to see some write ups. Also interested in the pox list

DFTT 
   
Made in im
Regular Dakkanaut




Wales,UK

Ahriman
3x9 enlightened

DP wings talon
Shaman
30 tzaangor horn
6x9 enlightened

Limited myself to pure TS

I’ll write up some games later.
   
Made in us
Been Around the Block




I am curious how did you equip the enlightened with bow or spear and how many with each if not all the same?
   
Made in us
Regular Dakkanaut




Anyone had any luck with spawn?
   
Made in ca
Been Around the Block




Spawn are good for trying to pop Treason off, and as a good counter charge unit.
   
Made in gb
Annoyed Blood Angel Devastator




I'm toying with the idea of building a Tsons/Tzeentch list is there any advice you guys could offer me?
   
Made in us
Longtime Dakkanaut




In my last tournament I used 4 spawn, they are amazing for the cost but they die quickly if you don't get a buff on them, the 5+ save isn't going to stop anything. However if they do get into combat they will tear things apart.
   
Made in us
Been Around the Block




I tend to see Spawn as a cheap fire magnet and horde thrasher. Generally, if they're not targeted off the hop they will cause problems and disrupt your opponents decisions. I wish they had a similar rule to Characters, or something that effected enemy charging within x" and provide a bonus to charge.

Very unique creatures.
   
Made in us
Regular Dakkanaut




My current ITC List:

1989 Points

Daemon Battalion:
Fluxmaster - Flickering Flames, Gaze of Fate - Warlord - DaemonSpark
Daemon Prince of Chaos w/Wings - Khorne - Skullreaver
3x3 Nurglings

Spearhead - Alpha legion
Chaos Lord with Jump pack - Power Sword, Plasma Pistol
3x3 Obliterators - Slaneesh

Outrider - TSons
Ahriman on Disc - Prescience, Warptime, Death Hex
Tzaangor Shaman - Glamour of Tzeench
9 Tzaangor Enlightened - Great Bows
9 Tzaangor Enlightened - Great Bows
9 Tzaangor Enlightend - Great Bows
9 Tzaangor ENlighted - Diving Spears

8 CP

My question is - are the tzaangor enlightened enough ? I don't have much chaffe clear and am relying on oblits / khorne DP to mop up most big heavies. List feels a bit like a jack of all trades master of none. Hoping to proxy some models this weekend but would be great to get some feedback before shelling out 300+ dollars on enlightened.
   
Made in us
Dakka Veteran





I've played with the Enlightned and honestly they just ended up feeling too fragile to me. A stiff breeze knocks them over quick.
   
Made in de
Automated Rubric Marine of Tzeentch



Netherlands

 Farseer_V2 wrote:
I've played with the Enlightned and honestly they just ended up feeling too fragile to me. A stiff breeze knocks them over quick.


They have 12" movement, 2 shots at str 5, auto wounding abilities and great synergy with practically everything in the army. And they cost 15 pts. They should be fragile. Otherwise they should cost 30+ pts each. Even in their "fragile" state they still have 2 wounds , T4 and 5++ save. They are a VERY good unit.

14000
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Regular Dakkanaut




topaxygouroun i wrote:
 Farseer_V2 wrote:
I've played with the Enlightned and honestly they just ended up feeling too fragile to me. A stiff breeze knocks them over quick.


They have 12" movement, 2 shots at str 5, auto wounding abilities and great synergy with practically everything in the army. And they cost 15 pts. They should be fragile. Otherwise they should cost 30+ pts each. Even in their "fragile" state they still have 2 wounds , T4 and 5++ save. They are a VERY good unit.


These were my thoughts as well - point for Wound they aren't that much more than an average daemon model troop (7ppm for 1W 5++) whereas the enlightened clock in 1T higher than most and have similar save for about 1 additional point (7.5PPM wounds). However, as a primary chaff unit I am a little nervous - as Pinks have a 4++ and can go to 3++.
   
Made in us
Dakka Veteran





topaxygouroun i wrote:
 Farseer_V2 wrote:
I've played with the Enlightned and honestly they just ended up feeling too fragile to me. A stiff breeze knocks them over quick.


They have 12" movement, 2 shots at str 5, auto wounding abilities and great synergy with practically everything in the army. And they cost 15 pts. They should be fragile. Otherwise they should cost 30+ pts each. Even in their "fragile" state they still have 2 wounds , T4 and 5++ save. They are a VERY good unit.


To be clear I own 9 and I have played with them, their damage output is admirable - however I find they very often end up as a primary target and with plenty of D2 out there they fall down. I'm not saying they're unusable but I find the balance between fragility and damage to weight a little too much towards fragility for me. For the same kind of shooting unit I just prefer pinks, they screen better, have access to great synergy and can generate similar results against a variety of targets.

This message was edited 1 time. Last update was at 2018/03/21 15:56:14


 
   
Made in fr
Automated Rubric Marine of Tzeentch



Netherlands

 Farseer_V2 wrote:
topaxygouroun i wrote:
 Farseer_V2 wrote:
I've played with the Enlightned and honestly they just ended up feeling too fragile to me. A stiff breeze knocks them over quick.


They have 12" movement, 2 shots at str 5, auto wounding abilities and great synergy with practically everything in the army. And they cost 15 pts. They should be fragile. Otherwise they should cost 30+ pts each. Even in their "fragile" state they still have 2 wounds , T4 and 5++ save. They are a VERY good unit.


To be clear I own 9 and I have played with them, their damage output is admirable - however I find they very often end up as a primary target and with plenty of D2 out there they fall down. I'm not saying they're unusable but I find the balance between fragility and damage to weight a little too much towards fragility for me. For the same kind of shooting unit I just prefer pinks, they screen better, have access to great synergy and can generate similar results against a variety of targets.


That's the overcharged plasma problem and not the 2W model problem. Same reason our termies suffer as well. Oh well, March is upon us. Perhaps plasma gets nerfed and we all get to play our favorite models after all. Also, pinks start with str 3 shooting. It can go to str 5 but it needs magic + character support and then their cost goes up as well. Plus I think they have distinct roles. Enlightened are fast harassers and deep objective grabbers. In my vision I see them with spears rather than with bows, in small units of three, preferably as the fast attack tax units of a brigade in order to send them against those far back objectives guarded only by 10 cultists or 5 fire warriors. And if they die, that's 45 pts gone. I will live with that. pinks on the other hand are the ultimate bubble wrap around my expensive stuff and a huge tarpit to make units stick in combat with them forever. Then also do the occational shooting every now and then.

This message was edited 1 time. Last update was at 2018/03/21 16:29:15


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topaxygouroun i wrote:
That's the overcharged plasma problem and not the 2W model problem. Same reason our termies suffer as well. Oh well, March is upon us. Perhaps plasma gets nerfed and we all get to play our favorite models after all.


I actually haven't been getting plasma'd so much as I have reaper'd (of course) and hemlock'd. And again I'm not saying that these things make Enlightened bad, just offering my view point that right now I find other shooting options to be a bit more viable. I still play games with my enightened,I've just shifted to a 5 man unit with a shaman that hangs out with them with spears. Its a smaller footprint and doesn't attract as much attention but can run up and pop things like redemptors and similar higher toughness units I've had issues handling with my set up.

This message was edited 1 time. Last update was at 2018/03/21 16:29:44


 
   
Made in us
Regular Dakkanaut




 Farseer_V2 wrote:
topaxygouroun i wrote:
That's the overcharged plasma problem and not the 2W model problem. Same reason our termies suffer as well. Oh well, March is upon us. Perhaps plasma gets nerfed and we all get to play our favorite models after all.


I actually haven't been getting plasma'd so much as I have reaper'd (of course) and hemlock'd. And again I'm not saying that these things make Enlightened bad, just offering my view point that right now I find other shooting options to be a bit more viable. I still play games with my enightened,I've just shifted to a 5 man unit with a shaman that hangs out with them with spears. Its a smaller footprint and doesn't attract as much attention but can run up and pop things like redemptors and similar higher toughness units I've had issues handling with my set up.


My thought exactly with pinks but its challenging with ITC scoring - which provides significant benefit for killing pinks but none for enlightened. I think if games go 3-4 turns tourny standard than maybe enlightened will benefit a bit. A pity they can't be alpha legion (-1 to hit outside of glamour) which would make them so much better
   
Made in us
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orkswubwub wrote:
 Farseer_V2 wrote:
topaxygouroun i wrote:
That's the overcharged plasma problem and not the 2W model problem. Same reason our termies suffer as well. Oh well, March is upon us. Perhaps plasma gets nerfed and we all get to play our favorite models after all.


I actually haven't been getting plasma'd so much as I have reaper'd (of course) and hemlock'd. And again I'm not saying that these things make Enlightened bad, just offering my view point that right now I find other shooting options to be a bit more viable. I still play games with my enightened,I've just shifted to a 5 man unit with a shaman that hangs out with them with spears. Its a smaller footprint and doesn't attract as much attention but can run up and pop things like redemptors and similar higher toughness units I've had issues handling with my set up.


My thought exactly with pinks but its challenging with ITC scoring - which provides significant benefit for killing pinks but none for enlightened. I think if games go 3-4 turns tourny standard than maybe enlightened will benefit a bit. A pity they can't be alpha legion (-1 to hit outside of glamour) which would make them so much better


Yeah I tend accept I'm going to give up reaper (I run a lot of cultists already) and just try to minimize the other points I give up. That said structuring for ITC points is a tough one, especially with chaos that in a lot of ways like to horde out.
   
Made in us
Regular Dakkanaut




Can I just say how well we can pick our battles now? Between the crystal and webway strats and regular deep strike we can put a huge amount of units in one place.

   
Made in us
Dakka Veteran





Twinpole I hope you read this one - looks like the book is certainly good enough to supplement top table play.
   
Made in us
Longtime Dakkanaut






Chillicothe, OH

Legit?

Vortex beast moves 8". Warp Time it another 8". Diabolic Str gives it +2 S and +1 A. Each attack made with it's maw rolls 3 times. So 15 attacks at S8, re-rolling 1s if within range of a DP or Ahriman? Add in Prescience so that it hits on 3s as well. Doesn't hit hard but it'll surely clear any chaff they have protecting their army's soft spot.


Automatically Appended Next Post:
Had a game vs Space Wolves tonight, which was interesting. What made it better was the war cards that we randomly received. It was deploying diagonally, King Slayer, and Warp Storm was the twist. I was playing a melee centric Thousand Sons army and had nasty Psykers to boot who all had +1 to cast already before the Warp Storm. Game went to the top of 3.

He was a newer player and setup with a bunch of wolves, guys on wolves, two squads of terminators, two wolf lords, pack of wolves, and the wolf scout guys. He had a bunch of melee focuses stuff, but it was all mixed up. Like one squad had a thunder hammer, powerfist, and lightning claw spread out. So not much focus. Still he got to go first and his Ruse was Ambush which let him redeploy 3 units after I had setup.

He got stuck in easily as I had little to no shooting in my entire army, but focused on the wrong units. One wolf squad went after the Maulterfiend, another went into the Tzaangor bubblewrap I had setup. Terminators dropped in, killed closest Goats which left them 12" away, but low and behold he rolled that 12. He started the fight against the maulerfiend managing 6 wounds and I followed this up by counter assaulting the Tzaangors fighting the Terminators and other Wolf squad, killing a couple in each before they got to fight.

On my turn, Ahriman did squat (he failed 4 of 6 casts this whole game...), the Term sorc with Boon of Mutation did great, the AspSorcs failed to heal the Maulerfiend. The DP just ripped through a terminator squad, hitting all 8 times and doing 9 wounds thanks to Death to the False Emperor. Rubrics did their thing and soaked up a lot of fire. I deepstruck my second Rubrics behind his Warlord to pinch him in with my Mutalith on the other side. Speaking of, I did the 9" mortal wound aura on turn 1 because I had 7 enemy squads within range, then I popped a CP and rolled a 1 and did it again.

All in all, the only squad I lost was Ahriman and about 70% of a 30 man squad of goats, and a few Rubrics.

This message was edited 1 time. Last update was at 2018/03/25 01:00:48


My Painting Blog, UPDATED!

Armies in 8th:
Minotaurs: 1-0-0
Thousand Sons: 15-3

 
   
 
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